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A Game-Based Corpus for Analysing the Interplay between Game Context and Player Experience
10 references·1 citing·38 second hop
A Game-Based Corpus for Analysing the Interplay between Game Context and Player Experience (2011)A Game-Based Corpus for Analysing the Int…In-game: from immersion to incorporation (2012)In-game: from immersion to in…In-Game (2011)In-GameAFFECTIVE COMPUTING FOR GAME DESIGN (2008)AFFECTIVE COMPUTING FOR GAME …Robust Feature Detection for Facial Expression Recognition (2007)Robust Feature Detection for …Explorations in engagement for humans and robots (2005)Explorations in engagement fo…Physiological indicators for the evaluation of co-located collaborative play (2004)Physiological indicators for …A Theory of Fun for Game Design (2004)A Theory of Fun for Game Desi…Toward machine emotional intelligence: analysis of affective physiological state (2001)Toward machine emotional inte…Affective Computing (1997)Affective ComputingFlow: the psychology of optimal experience (1990)Flow: the psychology of optim…Video-Based Engagement Estimation of Game Streamers: An Interpretable Multimodal Neural Network Approach (2023)Video-Based Engagement Estima…THE DICTIONARY OF AFFECT IN LANGUAGE (1989)FEELTRACE: an instrument for recording perceived emotion in real time (2000)Automatic Facial Feature Extraction and Expression Recognition based on Neural Network (2011)Human emotion and cognition recognition from body language of the head using soft computing techniques (2012)Communication Without Words (2017)Designing qualitative research (1989)Designing Qualitative Research (1990)Defining personas in games using metrics (2008)More than a feeling: Measurement of sonic user experience and psychophysiology in a first-person shooter game (2010)A review of the use of psychophysiological methods in game research (2011)Opening up Closings (1973)A simplest systematics for the organization of turn-taking for conversation (1974)A simplest systematics for the organization of turn-taking for conversation (1974)The Benefits of Interactions with Physically Present Robots over Video-Displayed Agents (2010)A review of verbal and non-verbal human–robot interactive communication (2014)Artificial cognition for social human–robot interaction: An implementation (2016)The James-Lange Theory of Emotions: A Critical Examination and an Alternative Theory (1927)Acoustic profiles in vocal emotion expression. (1996)Detecting Stress During Real-World Driving Tasks Using Physiological Sensors (2005)Measures of emotion: A review (2009)Survey on speech emotion recognition: Features, classification schemes, and databases (2010)The Cognitive Structure of Emotions (1988)Handbook of Emotions (1993)Affective Ludology, Flow and Immersion in a First- Person Shooter: Measurement of Player Experience (2010)Once More With Feeling (2013)Adaptation in Affective Video Games: A Literature Review (2016)Fundamental Components of the Gameplay Experience: Analysing Immersion (2005)"Alone together?" (2006)Beyond Play (2007)Subjective well-being: Three decades of progress. (1999)The role of positive emotions in positive psychology: The broaden-and-build theory of positive emotions. (2001)The benefits of being present: Mindfulness and its role in psychological well-being. (2003)Machines and Mindlessness: Social Responses to Computers (2000)IEMOCAP: interactive emotional dyadic motion capture database (2008)DEAP: A Database for Emotion Analysis ;Using Physiological Signals (2011)Immersion in Digital Games: Review of Gaming Experience Research (2014)Tour guides’ performance and tourists’ immersion: facilitating consumer immersion by performing a guide plus role (2016)Video Games and Agency in Contemporary Society (2018)
this work references cited by second hop

References

  • 1990Flow: the psychology of optimal experience12,637 cited
  • 1997Affective Computing7,373 cited
  • 2001Toward machine emotional intelligence: analysis of affective physiological state2,334 cited
  • 2004A Theory of Fun for Game Design1,110 cited
  • 2005Explorations in engagement for humans and robots559 cited
  • 2011In-Game486 cited
  • 2012In-game: from immersion to incorporation396 cited
  • 2004Physiological indicators for the evaluation of co-located collaborative play191 cited
  • 2008AFFECTIVE COMPUTING FOR GAME DESIGN83 cited
  • 2007Robust Feature Detection for Facial Expression Recognition46 cited

Cited by

  • 2023Video-Based Engagement Estimation of Game Streamers: An Interpretable Multimodal Neural Network Approach42 cited

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